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Goals: - get rid of the mesh pre-transform (this requires supporting different bind matrices for each mesh) - bounding box should be relative to the bone the mesh is attached to, ideally we can then get rid of the expensive skeleton-based bounding boxes - update bone matrices in CullCallback instead of UpdateCallback Works OK, though the bounding boxes are not correct yet. |
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| .. | ||
| controller.cpp | ||
| controller.hpp | ||
| nifloader.cpp | ||
| nifloader.hpp | ||
| particle.cpp | ||
| particle.hpp | ||
| riggeometry.cpp | ||
| riggeometry.hpp | ||
| skeleton.cpp | ||
| skeleton.hpp | ||
| userdata.hpp | ||